import pygame
import random
from game_hud import *
from game_items import *
from game_music import *


class Game(object):

    def __init__(self):
        self.main_window = pygame.display.set_mode(SCREEN_RECT.size)
        pygame.display.set_caption("飞机大战")
        
        #游戏状态属性
        self.is_game_over = False
        self.is_pause = False

        #精灵组属性
        self.all_group=pygame.sprite.Group()
        self.enemies_group = pygame.sprite.Group()
        self.supplies_group = pygame.sprite.Group()
        
        #创建精灵
        #背景精灵，交替滚动
        self.all_group.add(Background(False),Background(True))

        #英雄精灵，静止不动
        # self.hero = Plane(1000,5,0,"me_down.wav",
        #                     ["me%d.png" % i for i in range(1,3)],
        #                     "me1.png",
        #                     ["me_destroy_%d.png" % i for i in range(1,5)],self.all_group)

        # self.hero.rect.center = SCREEN_RECT.center   #显示屏幕中央

        #指示面板
        self.hud_panel = HudPanel(self.all_group)
        #创建敌机
        self.create_enemies()
        #英雄精灵
        self.hero = Hero(self.all_group)
        #设置面板炸弹
        self.hud_panel.show_bomb(self.hero.bomb_count)

        #创建道具
        self.create_supplies()

        #创建音乐播放器
        self.player = MusicPlayer("game_music.ogg")
        self.player.play_music()


        #TODO:将所有敌机的速度设置为0,并修改敌机初始位置
        # for enemy in self.enemies_group.sprites():
        #     enemy.speed = 0
        #     enemy.rect.y += 400
        # self.hero.speed = 1

    def create_enemies(self):
        """根据游戏级别创建不同数量的敌机"""
        #敌机精灵组中的精灵数量
        count = len(self.enemies_group.sprites())
        #要添加到精灵组
        groups= (self.all_group,self.enemies_group)
        #判断游戏级别及已有的敌机数量
        if self.hud_panel.level == 1 and count == 0:
            for i in range(16):
                Enemy(0,3,*groups)
        elif self.hud_panel.level ==2 and count == 16:
            #1>增加敌机的最大速度
            for enemy in self.enemies_group.sprites():
                enemy.max_speed = 5
            #2>创建敌机
            for i in range(8):
                Enemy(0,5,*groups)
            for i in range(2):
                Enemy(1,1,*groups)
        elif self.hud_panel.level == 3 and count == 26:
            #1>增加敌机最大速度
            for enemy in self.enemies_group.sprites():
                enemy.max_speed = 7 if enemy.kind == 0 else 3
            #2>创建敌机
            for i in range(8):
                Enemy(0,7,*groups)
            for i in range(2):
                Enemy(1,3,*groups)
            for i in range(2):
                Enemy(2,1,*groups)

    def reset_game(self):
        """重置游戏"""
        self.is_game_over = False
        self.is_pause =False   
        self.hud_panel.reset_panel()
        self.hero.rect.midbottom = HERO_DEFAULT_MID_BOTTOM
        for enemy in self.enemies_group:
            enemy.kill()
        for bullet in self.hero.bullets_group:
            bullet.kill()
        self.create_enemies()
    
    def event_handler(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return True
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                return True
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
                if self.is_game_over:
                    self.reset_game()
                else:
                    self.is_pause = not self.is_pause
                    self.player.pause_music(self.is_pause)

            if not self.is_game_over and not self.is_pause:
                if event.type == BULLET_ENHANCED_OFF_EVENT:
                    self.hero.bullets_kind = 0
                    pygame.time.set_timer(BULLET_ENHANCED_OFF_EVENT,0)
                if event.type == THROW_SUPPLY_EVENT:
                    self.player.play_sound("supply.wav")
                    supply = random.choice(self.supplies_group.sprites())
                    supply.throw_supply()
                if event.type == HERO_FIRE_EVENT:
                    self.player.play_sound("bullet.wav")
                    self.hero.fire(self.all_group)

                if event.type == HERO_POWER_OFF_EVENT:
                    print("取消无敌状态....")
                    self.hero.is_power= False
                    pygame.time.set_timer(HERO_POWER_OFF_EVENT,0)

                if event.type == HERO_DEAD_EVENT:
                    print("英雄牺牲了...")
                    self.hud_panel.lives_count -= 1
                    self.hud_panel.show_lives()
                    self.hud_panel.show_bomb(self.hero.bomb_count)

            if not self.is_game_over and not self.is_pause:
                if event.type == pygame.KEYDOWN and event.key == pygame.K_b:
                    if self.hero.hp > 0 and self.hero.bomb_count>0:
                        self.player.play_sound("use_bomb.wav")
                    # self.hud_panel.show_bomb(random.randint(0,100))
                    # #TODO测试生命计数数量变化
                    # self.hud_panel.lives_count = random.randint(0,10)
                    # self.hud_panel.show_lives()
                    # #TODO 测试停止游戏后是否可以重新开始游戏
                    # #self.hud_panel.lives_count = 0
                    # # TODO 测试炸毁所有敌机
                    # for enemy in self.enemies_group.sprites():
                    #     enemy.hp = 0
                    #引爆炸弹
                    score = self.hero.blowup(self.enemies_group)
                    #更新炸弹数量显示
                    self.hud_panel.show_bomb(self.hero.bomb_count)
                    #更新游戏得分，如果游戏等级提升,更新新的敌机
                    if self.hud_panel.increase_score(score):
                        self.create_enemies()
        return False

    def start(self):
        """开始游戏"""
        clock = pygame.time.Clock()
        frame_counter = 0
        while True:
            #生命计数等于0，表示游戏结束
            self.is_game_over = self.hud_panel.lives_count == 0
            if self.event_handler():
                self.hud_panel.seve_best_score()
                return
            #判断游戏状态
            if self.is_game_over:
               # print("游戏已经结束,按空格键重新开始....")
               self.hud_panel.panel_pause(True,self.all_group)
            elif self.is_pause:
               # print("游戏已经暂停,按空格键继续....")
               self.hud_panel.panel_pause(False,self.all_group)
            else:
                self.hud_panel.panel_resume(self.all_group)
                #碰撞检测
                self.check_collide()


                # TODO 测试修改游戏得分
                # if self.hud_panel.increase_score(100):
                #     print("升级到 %d " % self.hud_panel.level)
                #     self.create_enemies()
                # TODO 模拟英雄飞机收到伤害
                # self.hero.hp -= 30
                #通过pygame里key模块的get_pressed（）方法获得当前时刻的按键元组
                keys = pygame.key.get_pressed()
                #判断是否按下右边方向键
                # if keys[pygame.K_RIGHT]:
                #     self.hero.rect.x += 10
                #水平移动基数
                move_hor = keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]
                #垂直移动基数
                move_ver = keys[pygame.K_DOWN] - keys[pygame.K_UP]
                #修改逐帧动画计数量
                frame_counter = (frame_counter + 1 )% FRAME_INTERVAL
                self.all_group.update(frame_counter == 0)
                #更新 all_group.update（），更新所有精灵
                self.all_group.update(frame_counter == 0 ,move_hor,move_ver)

            #绘制 all_group中所有的精灵
            self.all_group.draw(self.main_window)
            pygame.display.update()
            clock.tick(60)

    def check_collide(self):
        """碰撞检测"""
        if not self.hero.is_power:
            enemise = pygame.sprite.spritecollide(self.hero,
                                                  self.enemies_group,  
                                                  False,
                                                  pygame.sprite.collide_mask)
            enemise = list(filter(lambda x : x.hp >0,enemise))
            if enemise:
                self.player.play_sound(self.hero.wav_name)
                self.hero.hp = 0
            for enemy in enemise:
                enemy.hp = 0
        hit_enemies = pygame.sprite.groupcollide(self.enemies_group,
                                                 self.hero.bullets_group,
                                                 False,
                                                 False,
                                                 pygame.sprite.collide_mask)
        for enemy in hit_enemies:
            if enemy.hp <= 0:
                continue
            for bullet in hit_enemies[enemy]:
                bullet.kill()
                enemy.hp -= bullet.damage
                if enemy.hp > 0:
                    continue
                if self.hud_panel.increase_score(enemy.value):
                    self.player.play_sound("upgrade.wav")
                    self.create_enemies()
                self.player.play_sound(enemy.wav_name)
                break
        
        supplies = pygame.sprite.spritecollide(self.hero,
                                               self.supplies_group,
                                               False,
                                               pygame.sprite.collide_mask)
        if supplies:
            supply = supplies[0]
            self.player.play_sound(supply.wav_name)
            supply.rect.y = SCREEN_RECT.h
            if supply.kind == 0:
                self.hero.bomb_count += 1
                self.hud_panel.show_bomb(self.hero.bomb_count)
            else:
                self.hero.bullets_kind = 1
                pygame.time.set_timer(BULLET_ENHANCED_OFF_EVENT,20000)

    def create_supplies(self):
        """创造道具"""
        Supply(0,self.supplies_group,self.all_group)
        Supply(1,self.supplies_group,self.all_group)
        pygame.time.set_timer(THROW_SUPPLY_EVENT,30000)

if __name__ == '__main__':
    pygame.init()
    Game().start()
    pygame.quit()